attribute vec4 position;
attribute vec4 inputTextureCoordinate;

varying vec2 textureCoordinate;
 
uniform   mat4 uPosMtx;
uniform   mat4 uTexMtx;
 
 void main()
 {
 	textureCoordinate = ( uTexMtx * inputTextureCoordinate).xy;
  //   textureCoordinate = gl_MultiTexCoord0.xy;
     
     gl_Position = uPosMtx * position;
     //gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
 }